2012-04-08, 01:45 PM
Mark Wrote:(Excuse this picture. It just fits so DAMN well.)
-snip-
The maps sucked and were a pain to maneuver around. Giant sprawling maps with random bumps and snags in the way does not equal good design.
Combattente Wrote:Guess we have two different conceptions of "poorly designed". Those maps were definitely unique. Ever seen any others like them in the game? Don't think so.
They gave you that unique feeling which no other area in the game gave. When I said "well-thought" I meant stuff such as the "NLC" written with tiles (speaking of that map you're talking about) and many other details which were accurately chosen for the maps. Now they are plain boring and just give an overall horrible look of Masteria compared to what it was before. Definitely not what Prose originally wanted it to be.
Spoiler
I say they COULD make it all much better. We've seen so many good level designs in 2d indie games that combine both creativity and playable design, there's no excuse. Though honestly, the place i truly hated was phantom forest... the sense of exploration is one thing, but there's no excuse to make a completely land-markless forest that you have to count portals to navigate.
I have yet to truly explore it, but i will miss the quests... the story of NLC was the only area that ever actually caught my interest.

